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@@ -44,14 +44,22 @@ Scene* GameScene::createScene(int level) {
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layer->setLevel(level);
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+ // inicializa os callbacks dos power ups/downs
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auto delay_save_level = DelayTime::create(10.0);
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CallFunc *runCallback_save_level = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, layer));
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auto seq_save_level = Sequence::create(delay_save_level, runCallback_save_level, nullptr);
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+
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auto delay_triple_balls = DelayTime::create(10.0);
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- CallFunc *runCallback_triple_balls = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBalls, layer));
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+ CallFunc *runCallback_triple_balls = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBallsAppearance, layer));
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auto seq_triple_balls = Sequence::create(delay_triple_balls, runCallback_triple_balls, nullptr);
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+
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+ auto delay_raquete_ball = DelayTime::create(5.0);
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+ CallFunc *runCallback_raquete_ball = CallFunc::create(CC_CALLBACK_0(GameScene::raqueteBallAppearance, layer));
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+ auto seq_raquete_ball = Sequence::create(delay_raquete_ball, runCallback_raquete_ball, nullptr);
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+
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layer->runAction(seq_save_level);
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layer->runAction(seq_triple_balls);
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+ layer->runAction(seq_raquete_ball);
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return scene;
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}
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@@ -91,6 +99,7 @@ bool GameScene::init() {
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ball_count = 1;
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raquete = DrawNode::create();
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+ raquete_size = RAQUETE_WIDTH;
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float py = RAQUETE_HEIGHT/2.0;
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float pxl = - RAQUETE_WIDTH/2;
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float pxr = RAQUETE_WIDTH/2;
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@@ -172,56 +181,30 @@ bool GameScene::onContactBegin(PhysicsContact& contact) {
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auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
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audio->playEffect("metal.wav");
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} else if (nodeB->getTag() == BOTTOM_TAG && nodeA->getTag() == BALL_TAG) {
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- ball_collision(nodeA);
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+ caseBallCollision(nodeA);
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} else if (nodeB->getTag() == CORE_TAG && nodeA->getTag() == BALL_TAG) {
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- ball_core(nodeB, nodeA);
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+ caseBallCore(nodeB, nodeA);
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} else if (nodeB->getTag() == BALL_TAG && nodeA->getTag() == CORE_TAG) {
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- ball_core(nodeA, nodeB);
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+ caseBallCore(nodeA, nodeB);
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} else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == RACKET_TAG) {
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- if (!over) {
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- Size visibleSize = Director::getInstance()->getVisibleSize();
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- // Salva o nivel!
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- UserDefault *userdata = UserDefault::getInstance();
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- userdata->setIntegerForKey("level", this->level);
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- userdata->setDoubleForKey("time", (double) time(NULL));
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- userdata->flush();
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- auto text = Label::createWithTTF("Level Saved!", "fonts/Marker Felt.ttf", 40);
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- text->setPosition(visibleSize.width/2, visibleSize.height/2);
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- this->addChild(text);
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- text->runAction(FadeOut::create(3));
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- }
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- nodeB->removeFromParentAndCleanup(true);
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-
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+ caseSaveLevel(nodeB);
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} else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == RACKET_TAG) {
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- if (!over) {
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- Size visibleSize = Director::getInstance()->getVisibleSize();
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- // Salva na "database" o número de bolas na tela
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- auto text = Label::createWithTTF("Triple Balls!", "fonts/Marker Felt.ttf", 40);
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- text->setPosition(visibleSize.width/2, visibleSize.height/2 + 2);
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- this->addChild(text);
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- text->runAction(FadeOut::create(3));
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-
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- // cria as bolas e as adiciona no cenário
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- for (int i = ball_count; i < 3; i++, ball_count++) {
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- auto ball = Ball::create();
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- ball->setPosition(raquete->getPositionX(), RAQUETE_ALTURA+BALL_SIZE+i);
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- ball->throwBall();
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- this->addChild(ball, 21);
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- }
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- }
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- nodeB->removeFromParentAndCleanup(true);
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-
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+ caseTripleBalls(nodeB);
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+ } else if (nodeB->getTag() == RACKET_BALL_TAG && nodeA->getTag() == RACKET_TAG) {
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+ caseRaqueteBall(nodeB);
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} else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == BOTTOM_TAG) {
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nodeB->removeFromParentAndCleanup(true);
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} else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == BOTTOM_TAG) {
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nodeB->removeFromParentAndCleanup(true);
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+ } else if (nodeB->getTag() == RACKET_BALL_TAG && nodeA->getTag() == BOTTOM_TAG) {
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+ nodeB->removeFromParentAndCleanup(true);
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}
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}
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return true;
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}
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-void GameScene::ball_collision (Node *ball) {
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+void GameScene::caseBallCollision (Node *ball) {
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// Destrói a bola que tocou o fundo
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ball_count--;
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auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
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@@ -250,7 +233,7 @@ void GameScene::ball_collision (Node *ball) {
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}
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}
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-void GameScene::ball_core (Node *core, Node *ball) {
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+void GameScene::caseBallCore (Node *core, Node *ball) {
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auto scaleBy = ScaleBy::create(1.0f, 20.0f);
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core->getPhysicsBody()->setEnabled(false);
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core->runAction(scaleBy);
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@@ -272,6 +255,23 @@ void GameScene::ball_core (Node *core, Node *ball) {
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ball->removeFromParentAndCleanup(true);
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}
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+void caseSaveLevel(Node *powerup_ball) {
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+ if (!over) {
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+ Size visibleSize = Director::getInstance()->getVisibleSize();
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+
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+ // Salva o nivel!
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+ UserDefault *userdata = UserDefault::getInstance();
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+ userdata->setIntegerForKey("level", this->level);
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+ userdata->setDoubleForKey("time", (double) time(NULL));
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+ userdata->flush();
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+ auto text = Label::createWithTTF("Level Saved!", "fonts/Marker Felt.ttf", 40);
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+ text->setPosition(visibleSize.width/2, visibleSize.height/2);
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+ this->addChild(text);
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+ text->runAction(FadeOut::create(3));
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+ }
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+ powerup_ball->removeFromParentAndCleanup(true);
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+}
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+
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void GameScene::NextLevel(Ref *pSender) {
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auto scene = GameScene::createScene(this->level + 1);
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Director::getInstance()->replaceScene(scene);
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@@ -321,8 +321,8 @@ void GameScene::saveLevel() {
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}
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-// Power-up: triplica o número de bolas na tela
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-void GameScene::tripleBalls() {
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+// Power-up: deixa 3 bolas na tela ao invés de 1
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+void GameScene::tripleBallsAppearance() {
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if (rand_0_1() < DROP_TRIPLE_BALL && this->over == false){
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Size visibleSize = Director::getInstance()->getVisibleSize();
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auto ball_draw = DrawNode::create();
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@@ -348,8 +348,111 @@ void GameScene::tripleBalls() {
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}
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auto delay = DelayTime::create(rand_0_1()*10.0);
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- CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBalls, this));
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+ CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBallsAppearance, this));
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auto seq = Sequence::create(delay, runCallback, nullptr);
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this->runAction(seq);
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}
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+void GameScene::caseTripleBalls(Node *powerup_ball) {
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+ if (!over) {
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+ Size visibleSize = Director::getInstance()->getVisibleSize();
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+ auto text = Label::createWithTTF("Triple Balls!", "fonts/Marker Felt.ttf", 40);
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+ text->setPosition(visibleSize.width/2, visibleSize.height/2 + 2);
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+ this->addChild(text);
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+ text->runAction(FadeOut::create(3));
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+
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+ // cria as bolas e as adiciona no cenário
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+ for (int i = ball_count; i < 3; i++, ball_count++) {
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+ auto ball = Ball::create();
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+ ball->setPosition(raquete->getPositionX(), RAQUETE_ALTURA+BALL_SIZE+i);
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+ ball->throwBall();
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+ this->addChild(ball, 21);
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+ }
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+ }
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+ powerup_ball->removeFromParentAndCleanup(true);
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+}
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+
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+void GameScene::raqueteBallAppearance() {
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+ if (rand_0_1() < DROP_RACKET_BALL && this->over == false){
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+ Size visibleSize = Director::getInstance()->getVisibleSize();
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+ auto ball_draw = DrawNode::create();
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+ ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_blue));
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+
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+ auto material = PHYSICSBODY_MATERIAL_DEFAULT;
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+ material.density = 0.0f;
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+ material.restitution = 1.0f;
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+ material.friction = 0.0f;
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+
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+ auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, material);
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+ physicsBody->setGravityEnable(true);
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+ physicsBody->setVelocity(Vec2(0,0));
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+ physicsBody->setLinearDamping(0.0);
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+ physicsBody->setMass(1.0f);
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+ physicsBody->setContactTestBitmask(0xFFFFFFFF);
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+ physicsBody->setGroup(-1);
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+ ball_draw->addComponent(physicsBody);
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+ ball_draw->setTag(RACKET_BALL_TAG);
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+
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+ ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
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+ this->addChild(ball_draw);
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+ }
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+
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+ auto delay = DelayTime::create(rand_0_1()*10.0);
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+ CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::raqueteBallAppearance, this));
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+ auto seq = Sequence::create(delay, runCallback, nullptr);
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+ this->runAction(seq);
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+}
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+
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+/* Power-up/down: 50% de chance de dobrar o tamanho da raquete,
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+ e 50% de chance de diminuir seu tamanho pela metade.
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+ Para não ficar muito fácil/difícil, impusemos tamanho mínimo/máximo da raquete.
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+*/
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+void GameScene::caseRaqueteBall(Node *powerup_ball) {
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+ if (!over) {
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+ char* power_text = "";
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+
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+ if (rand_0_1() < 0.5) {
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+ if (raquete_size <= RAQUETE_WIDTH * 4) {
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+ power_text = "Doubled racket size!";
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+ raquete_size *= 2;
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+ }
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+ }
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+
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+ else {
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+ if (raquete_size >= RAQUETE_WIDTH / 4) {
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+ power_text = "Halved racket size!";
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+ raquete_size /= 2;
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+ }
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+ }
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+
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+ Size visibleSize = Director::getInstance()->getVisibleSize();
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+ auto text = Label::createWithTTF(power_text, "fonts/Marker Felt.ttf", 40);
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+ text->setPosition(visibleSize.width/2, visibleSize.height/2 + 2);
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+ this->addChild(text);
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+ text->runAction(FadeOut::create(3));
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+
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+ //cria uma nova raquete e substitui a antiga raquete
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+ auto new_raquete = DrawNode::create();
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+ float py = RAQUETE_HEIGHT/2.0;
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+ float pxl = - raquete_size/2;
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+ float pxr = raquete_size/2;
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+ new_raquete->drawSegment(Vec2(pxl, py), Vec2(pxr, py), py, Color4F(COLOR_grey));
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+ new_raquete->setPositionX(raquete->getPositionX());
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+ new_raquete->setPositionY(RAQUETE_ALTURA);
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+
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+ auto bsize = Size(raquete_size+RAQUETE_HEIGHT, RAQUETE_HEIGHT);
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+ auto physicsBody = PhysicsBody::createBox(bsize, PhysicsMaterial(0.1f, 1.0f, 0.0f));
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+ physicsBody->setPositionOffset(Vec2(0, RAQUETE_HEIGHT/2));
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+ physicsBody->setGravityEnable(false);
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+ physicsBody->setDynamic(false);
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+ physicsBody->setContactTestBitmask(0xFFFFFFFF);
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+ new_raquete->setTag(RACKET_TAG);
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+ new_raquete->addComponent(physicsBody);
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+
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+ raquete->removeFromParentAndCleanup(true);
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+ raquete = new_raquete;
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+ this->addChild(raquete);
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+ }
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+ powerup_ball->removeFromParentAndCleanup(true);
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+}
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+
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